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D&D 5E In fifth-edition D&D, what is gold for?

Ganymede81

First Post
In my current 5e adventure, we used a large stash of gold in order to hire a company of dwarven mercenaries to defend a town that was going to be raided by goblinoids.
 

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Igwilly

First Post
P.S.: And [MENTION=6802765]Xetheral[/MENTION] , you are absolutely right. That’s what I was saying about official rules having something house-rules will never have. Thank you! ^^
 


Xetheral

Three-Headed Sirrush
With the exception of Eberron, which I would argue is sui generis, what campaign setting comes close to requiring mechanical support for a magic item economics?

Not Greyhawk.
Not FR.
Not Mystara.
Certainly not Dark Sun.
Certainly not Dragonlance, nor Ravenloft, nor Planescape.

I'd be hard pressed to think of a single campaign setting (outside of, perhaps, Eberron) that has a magic item economy baked-in. And, TBH, Eberron would require a lot more work than just a list of magic item prices.

I apologize for not being more clear. I wasn't trying to argue that specific published settings universally have fundamental magic item economies. Individual tables interpret published settings wildly differently, and many tables use partially- or fully- homebrew settings anyway. My point was that if, at a particular table, a given setting (published or homebrew) was seen to include a magic item economy, then there are continuity problems when trying to use that setting in a new edition that (in that table's opinion) lacks adequate mechanics to support such an economy.

For example, if a given table's experience with FR included a magic item economy (maybe they were playing in 3.5 days, or were playing in Baldur's Gate FR, or otherwise happened to commoditize magic items), there are continuity issues when that group wants to continue playing FR in 5e if that table finds the newer edition's mechanics inadequate. Even if they changed to an FR-clone (to recreate the feel of the setting with different story content), there would still be similar problems.

The problem is much less severe with mechanics changes that aren't a visible part of a setting at a particular table (e.g. grapple rules).

P.S.: And [MENTION=6802765]Xetheral[/MENTION] , you are absolutely right. That’s what I was saying about official rules having something house-rules will never have. Thank you! ^^

You're welcome! Glad I could be of assistance.
 

With the exception of (organization-specific) prestige classes, none of the legacy mechanics you describe are reflected in the campaign setting itself. Magic item economics are, and that makes a huge difference.
Magic item economies are reflected in the settings (or rather, in the Realms and Eberron) following 3e because they were in the game. The settings changed to accommodate the new place of magic in the rules.
And now it's changing back.


It's not a huge problem for the Realms. The Sundering and restoration of the Weave are a good excuse for depowering magical items from 4e. (And the canon of the Realms even has the Spellplague rendering many magical items nonfunctional). Plus in 4e, low and middle level magic items were continually reduced to residuum and used to enchant higher level items. So the many mid-level magic items of 3e were destroyed to empower legendary items currently in possession of epic adventurers.


It's funkier for Eberron, but that was always meant to be minor magic items. Everyday items. The mundane stuff of that setting doesn't affect adventurers, so the included magic item crafting rules are sufficient, as is the existing magic item shopping rules. The DCs for finding items are just lowered.


When a later edition fails to offer mechanical support (or offers mechanical support many players find insufficient) for elements that are visible in the game world, it creates continuity problems for any legacy campaign settings and for new settings intended to support the same playstyles as those legacy settings.
But it can't just create everything all at once. No edition has ever had a 100% conversion rate. (Okay… maybe OD&D to 1st Edition.)


Where was Moon Magic for Dragonlance in 4e? Where was Dark Sun defiling in 3e? How about races like muls, kender, half-giants, etc? The divine mandate from Birthright. Dragon PCs from Council of Wyrms. Immortals from Mystara.
New editions should *try* to offer mechanical support for past editions, but they can't include everything for every setting ever published.


Many players want each new edition to continue to (better) support the way they already play D&D, because their enjoyment of such is why they play in the first place. A new system's failure to (adequately) mechanically support elements visible in the game setting, like magic itself economics, is thus far more problematic than simply (e.g.) changing the way grappling is modelled.
I'm a Dragonlance and Ravenloft fan. Apart from Barovia/Strahd, neither have seen any real love in 5e/4e, and only 3rd Party support in 3rd. That's not idea, but that's life.
And making support for those settings is easy as it's additive: new classes/ races/ monsters.
In contrast, the magic item economics is a huge rules revision. It's a crazy amount of work to replace rules that are already in the game and work for most people's campaigns. The cost/reward benefit is not high compared to making new options.


When 5e has spellscars and dragonmarks, defiling and moon magic, devas and shardminds, psionics and the artificer, Ghostwalk and Council of Wyrms then maybe WotC can look at completely revising the magic item economy.


Adopting official rules is easy. They're already there, and the only buy-in required from the players is a simple agreement to rely on the published work of an acknowledged authority.


Adopting house rules is harder.
I disagree. It's the exact same thing. The DM says "this is the rules we're using". There's not something magical about official rules that make them easier to accept. A optional rule added to a game is still a change and correction of mental rule knowledge, regardless of the source.


And unless the players in question have read the entire DMG and have memorized the rules, there's no real difference at the table between a house rule and an optional rule.


In addition to the time and energy spent to create the rules in the first place, the DM requires the players to buy-in to the specifics of the chosen solution. Each (usually tacit) request that the players buy-in to a new house rule uses up a variable amout of the DM's social capital, depending on the scope and impact of the house rule (and, most importantly, the tolerance of the inidividual players for houserules). Tweaking mechanics on the fly (ala "I know the rules say this, but let's run it that way, I think it would be more fun") is relatively cheap in terms of expended capital. Introducing new/replacement subsystems, particularly if they're written down (e.g. new magic item crafting and pricing) can be quite costly. That many DMs have sufficient social capital to make such changes without harming their game doesn't help the DMs who don't have enough.
If DMs are lacking trust at the table, any new rules will be greeted with hesitation regardless of the source. If the DM is not trusted at the table, are economics in the game world really the largest concern?


If it were as difficult as you make it sound, there would be no house rules used ever. But, honestly, in my 25+ years of gaming, I've never seen a non-Organized Play table NOT use house rules to some degree.


In case that got too abstract, let me try to illustrate the same phenomenon with a more concrete example. Assume two tables playing some RPG. Both tables are using identical grapple rules. At the first table, these are the rules from the book. At the second table (in a different universe with a different book) these are house rules. Further, assume that these grappling rules are awful.


I assert that the players at the second table will be more dissatisfied with the grappling rules than the players at the first table. The reason is because at the second table, the players had to buy-in to the content of the house rules rather than just the reliance on a recognized outside authority. In other words, the players at the second table will be more dissatisfied because the DM who made the awful rules is present and not fixing the problem, whereas at the first table the source of the problem is inaccessible, making the continued use of the awful rules more tolerable.
Yes, making a change for the worst causes more disatisfaction. However, your example only has two examples: no change and a change for the worse. Your thought experiment lacks a control.


For it to accurately reflect the desire for new rules you need a third scenario: new official grappling rules. So you have the control (no new rules), official new rules, and homebrew new rules. All the grappling rules are equally awful, the variable in this case is the homebrew vs official.
I posit that both tables with the new rules would be equally dissatisfied because a change was made, seemingly for the worse.


The solution: don't make a changes that are more negative than positive. Don't make awful rules.


I'd further assert that the difference in satisfaction can in some situations be significant enough that flawed official rules may be more acceptable than flawed houserules even when the houserules are superior, just because the source of the flaw is closer to hand in the case of house rules.
That's iffy.
In a long running crunchy game like 3e/Pathfinder, a house rule that tries and fails to fix a problem is worse than leaving the rule alone. Since it means learning a new rule and introduces confusion. The devil you know and such. (Or the grass being greener. Some adage.)
Plus the complexities and interconnectivity of the rules made small changes ripple outward.


5e is much more rules light and people have been playing it a far shorter time, so it's a little easier shifting the rules. The game is much more accepting of house rules, with small changes being more confined and having less side effects.
 

Ahrimon

Bourbon and Dice
P.S.: And [MENTION=6802765]Xetheral[/MENTION] , you are absolutely right. That’s what I was saying about official rules having something house-rules will never have. Thank you! ^^

Whenever I hear the argument that published rules are automatically better or more accepted than house rules I always come back to this movie.

3504965275_3ac5984a06.jpgthey-live-06.jpgthey_live_1.jpg
 

Caliburn101

Explorer
Please take it easy, folks. After all, this is just an internet forum about pretending to be an elf - not the freakin' Thunderdome.

Caliburn101, please refrain from making personal attacks (including implying those who don't share your opinion aren't 'decent GMs' or whatever; see first quote) or trying to 'correct' someone about how they should feel about something (see second quote).

CapnZapp, if you think someone is behaving inappropriately, please use the report function instead of going on a tirade. Agitatedly trying to take matters into your own hands will often accomplish little besides further inflaming an existing altercation - or sparking off a new one.

For reference, the rules.

If you have any questions, PM me.

-Darkness,
EN World moderator

I will PM you...
 

Tony Vargas

Legend
It's interesting, but it's a definition that really seems to only apply to D&D and similar games. That definition gets funky when applied to card games, board games, videos games, etc.
Ironically - but not surprisingly, since they're so much bigger business than RPGs - the definition /was/ lifted from the gaming industry. It works very well for more complex computer games and card games, but simpler card, video, & especially, board games, can often get by with mere 'fairness' rather than the more rarefied 'balance' of that definition.

It is just ideal for RPGs, though.

The most balanced game possible is Rock, Paper, Scissors. What's the interesting decision there? Are they meaningful? Varied?
Obviously doesn't fit the definition of balance in question. The three choices it offers are each viable, but they are not particularly meaningful (arguably there's some meaning in why each beats and is beaten by one of the others, but it's pretty minor)... and there are only 3 of them.

That's one thing I like about this definition, is that it highlights the total lack of balance in what are often held up as extremes of 'balance' when arguing in support of something imbalanced, or against even trying to achieve balance.

Magic item economies are reflected in the settings (or rather, in the Realms and Eberron) following 3e because they were in the game. The settings changed to accommodate the new place of magic in the rules.
Eberron was created for 3e, so it didn't exactly 'change,' and the Realms have always been decidedly high-magic. Greyhawk, perhaps, changed and changed back in that sense.

It's not a huge problem for the Realms. The Sundering and restoration of the Weave are a good excuse for depowering magical items from 4e.
Well, removing them, and replacing them with the more powerful/higher-impact items and spells of the traditional game.
Plus in 4e, low and middle level magic items were continually reduced to residuum and used to enchant higher level items. So the many mid-level magic items of 3e were destroyed to empower legendary items currently in possession of epic adventurers.
A quick read-through of rituals might give you that idea - Disenchant Item is an heroic-level ritual, readily available, there's little use for a +2 weapon at Epic, etc - but the prices of items scaled so rapidly with level that rendering your old stuff for residuum (at 20% efficiency, remember) wouldn't net you enough for even one item of your new level. Unneeded items might get rendered for ritual components or consumables of your level, though - which fits the logic that much better, as they're just gone after they've been used.

But, really, 5e doesn't 'need' you to get rid of items in a setting. It just doesn't present items as an assumed part of the game. You can go ahead and include them, it won't make the job of running it that much harder.

New editions should *try* to offer mechanical support for past editions, but they can't include everything for every setting ever published.
Other 'new' editions weren't conceived (indeed, even justified) with the idea that they were for fans of each and every prior edition. Ironically, 5e is new & different in that regard.

I disagree. It's the exact same thing. The DM says "this is the rules we're using". There's not something magical about official rules that make them easier to accept.
There really is. You may not feel that it's right, but it's very much a thing. Players are more likely to be aware of PH rules than DMG rule than supplemental rules than 3pp rules than UA rules than DMsG rules. DM's too. No DM is going to be unaware that there are MCing & Feat rules available for 5e. There are also old-fashioned MCing rules available for 5e (somewhere out there, I'm virtually certain), but most 5e DMs likely never even peruse them, let alone give them serious consideration.

And, what 5e /is/, in the sense of it's public image, is what WotC makes of it. Everything else is peripheral. (And, just as importantly, what 5e /is/, in the sense of the experience at the table, is what the DM makes of it!)

If DMs are lacking trust at the table, any new rules will be greeted with hesitation regardless of the source.
But much greater hesitation if it's his own home-brew, and much less if it's a well-known WotC-produced option, surely.

The solution: don't make a changes that are more negative than positive. Don't make awful rules.
D&D had so many awful rules for so long that they became part of its identity.

5e is much more rules light and people have been playing it a far shorter time, so it's a little easier shifting the rules. The game is much more accepting of house rules, with small changes being more confined and having less side effects.
5e is /not/ simpler or rules-lite, no edition of D&D ever has been. But it has gone a long way towards fostering acceptance of DM authority to rule on and change the rules. The above digression about what rule option is more 'accepted' is a much more player-side perspective. A DM can impose what he wants - DMing isn't so easy, nor DM's so easy to find that he'll be bereft of players no matter how controversial he wants to get in that regard - a player, OTOH, who wants to use a particular option must shop around for a DM already using it, or, much harder, sell a DM on adopting it, that's where seeing the option as high in the officialdom hierarchy as possible becomes such a point of interest. (And, similarly, where taking the opposite position presents an opportunity to dictate to others how they play the game - or at least, if we're being optimistic, indulge in that impulse even if it's unlikely to work.)
 

Caliburn101

Explorer
What's the point of persuading someone to not play the game the way they want to play it or that the way they want to play it is "defective".

Also you mentioned that it is not the game that hands out treasure but DMs. This is demonstrably not true. The APs represent what
many see as the "official" way to play the game.
PCs can come away with substantial sums of loot and little or nothing to do with it that matters in the campaign outlined in the AP.

Sent from my SCH-I535 using EN World mobile app

The bit I highlighted. What does that even mean?

An over-supply of gold and under-supply of stuff to spend it on isn't a 'problem' caused by the rules, it is perhaps one engendered by the narrow modus operandi of APs.

The two should not be conflated and then labelled a game rules 'problem'. It is a limitation of this mode of play, which is practiced by the minority and I would contend is in no way seen as the 'official' way to run D&D 5th Edition - it is merely the official way to run APs.

Mixing this up creates a problem out of nothing.
 

Caliburn101

Explorer
In my current 5e adventure, we used a large stash of gold in order to hire a company of dwarven mercenaries to defend a town that was going to be raided by goblinoids.

Sacrilege!!!

You can't do that!

There isn't a rule for hiring mercenaries - so it's a PROBLEM!!!

But seriously, well done - your game did what any decent game does, uses common sense to fill in the unstated elements of a game without requiring a specific rule to do it for you.

Yay creativity!
 

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